









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Ashes of Urh'Rok 1.7.3Official Expansion!Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.3Official Expansion!Possessor Bonus Class 1.7.3Donators/Buyers bonus! Forbidden Cults 1.7.3Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 29 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Xann the elven warrior at level 29 on the 1st Regrowth 123rd year of Ascendancy at 02:21 / 1 |
Primary Stats
| Strength | 98 (base 56) |
| Dexterity | 96 (base 60) |
| Constitution | 20 (base 10) |
| Magic | 22 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 16 (base 13) |
Resources
| Life | -509/764 |
| Stamina | 13/238 |
| Healing Factor | 1.2070588855781 |
| Regeneration | 18.407648005066 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 18.815289237657 |
| See Invisible | 18.815289237657 |
Offense: Mainhand
| Damage | 136 |
| Accuracy | 69 |
| Crit Chance | 16% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Fire | +6% |
| Temporal | +11% |
| Nature | +15% |
| Physical | +18% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +27% |
| Temporal | +11% |
Defense: Base
| Armour (hardiness) | 26 (79.007671158813%) |
| Defense | 68 |
| Ranged Defense | 68 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 25 |
| Mental Save | 31 |
Defense: Resistances
| Blight | + 29%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 14%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 19%( 70%) |
| Temporal | + 27%( 70%) |
| Physical | + 19%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 40%( 70%) |
Defense: Immunities
| Pinning Resistance | 55% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 42% |
| Poison Resistance | 100% |
| Knockback Resistance | 49% |
Inscriptions (3/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 380 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 118 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Archery training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lone alchemist from death by Betulravea the large white snake. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed pouch of faeros ash. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed red crystal shard. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Gloruvena the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Lck / +4 Dex Changes resistances: +5% arcane Reduces incoming crit damage: 5.00% Stealth bonus: +6 Equilibrium when hit: +0.08 Psi when hit: +0.24 Only die when reaching: -80.00 life A pair of boots made of leather. |
| Quiver | Darkpeal the quiver of yew arrows (13/20, 149% power, 21 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 149% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +8.0% Capacity: 20 Turns elapse between self-loadings: 6 On weapon hit: * 10% chance to reduce damage dealt by 14% * 29% chance to reduce all saves and defense by 17 Travel speed: +200% Damage (Ranged): +16 cold / +15 mind Damage (radius 1) on hit: +4 darkness / +9 fire Damage (radius 2) on crit: +4 darkness / +4 cold Arrows are used with bows to pierce your foes to death. |
| Light source | VelomiraInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Defense: +10 (+2 eff.) Damage when hit (Melee): 8 blight Changes resistances: +9% darkness Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +15 (+7 eff.) Life regen: +4.00 Only die when reaching: -40.00 life Light radius: +3 Healing mod.: +12% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Hanyldil (15 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +15 (+3 eff.) Fatigue: +4% Changes stats: +2 Str / +2 Dex / +5 Wil Changes resistances: +8% blight Changes damage: +6% physical Critical mult.: +15.00% Mental save: +8 (+4 eff.) Only die when reaching: -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con 4 charge(s). Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 4/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | SingestrikeInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Damage when hit (Melee): 2 fire Changes stats: +4 Str / +1 Dex / +3 Wil Changes resistances: +6% mind / +3% fire Mental save: +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | Belagarath the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +3 Cun / +2 Dex Changes resistances: +12% blight Physical save: +9 (+3 eff.) Disarm immunity: +22% Pinning immunity: +25% Knockback immunity: +26% Maximum life: +21.00 Rings make your fingers look great! |
| Around waist | AdewenInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 17 Changes stats: +6 Str / +4 Mag Only die when reaching: -40.00 life Maximum life: +33.00 A belt that goes around your waist. |
| In main hand | yew longbow 'Uluredur'Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Ammo reloads per turn: +3 Changes stats: +3 Dex / +5 Mag Changes resistances: +3% nature / +3% physical Changes resistances penetration: +11% temporal / +27% physical Changes damage: +11% temporal / +12% physical Talent mastery: +0.15 Chronomancy / Bow Threading Reduces incoming crit damage: 10.00% Only die when reaching: -20.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
| On hands | hardened leather gloves 'Belina' (0 def, 2 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 8 fire Damage when hit (Melee): 2 temporal Changes resistances: +6% temporal / +7% fire Changes damage: +6% acid / +6% fire Life regen: +7.00 Stamina each turn: +1.80 Maximum stamina: +31.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
| Cloak | linen cloak 'Snowimmortal' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +3% cold / +3% physical Life regen: +4.00 Only die when reaching: -40.00 life Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Yaregadil'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +3% physical / +12% temporal Physical save: +6 (+2 eff.) Disarm immunity: +20% Pinning immunity: +30% Knockback immunity: +23% Only die when reaching: -20.00 life Maximum life: +80.00 Amulets make your neck look great! |
Inventory
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shatter afflictions rune of the warrior (absorb 161; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 161 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 309; dur 5; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 309 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ulfasus the BlazebiterCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Mental save: +3 (+1 eff.) Life regen: +1.00 Psi when hit: +0.12 Light radius: +2 Amulets make your neck look great! |
marksman's steel ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +22% light Changes damage: +11% light Rings make your fingers look great! |
rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
sneakthief's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +7 Cun / +6 Dex Rings make your fingers look great! |
steel ring 'Xanigalaith'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +5% arcane Changes resistances penetration: +20% arcane Changes damage: +18% arcane Spell save: +13 (+7 eff.) Blindness immunity: +47% Maximum stamina: +14.00 Infravision radius: +7 See stealth: +21 See invisible: +24 Rings make your fingers look great! |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
elm longbow of true flightRequires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +8.0% Longbows are used to shoot arrows at your foes. |
enhanced elven-wood longbow of dexterity (+6)Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Changes stats: +6 Str / +19 Dex / +8 Mag / +15 Wil / +11 Cun / +15 Con Changes resistances penetration: +14% physical Longbows are used to shoot arrows at your foes. |
steady ash longbow of acidRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +8 acid When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +2.0% Changes damage: +14% acid Longbows are used to shoot arrows at your foes. |
Adothra the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Damage when hit (Melee): 6 blight Changes stats: +2 Wil Changes resistances penetration: +10% blight Spell save: +5 (+3 eff.) Infravision radius: +1 Size category: +1 A belt that goes around your waist. |
rough leather belt 'Harirand'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +1 Cun / +4 Dex Stealth bonus: +6 Mental save: +3 (+1 eff.) Mindpower: +5 (+3 eff.) Mental crit. chance: +3% See invisible: +6 A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Eilinama the cashmere cloak (20 def, 5 armour) =PEN=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +1.0% Armour: +5 Defense: +20 (+5 eff.) Changes stats: +2 Dex Changes resistances penetration: +8% arcane / +10% physical Changes damage: +8% arcane Critical mult.: +11.00% Physical save: +23 (+8 eff.) Spell save: +14 (+7 eff.) Mental save: +12 (+6 eff.) Stamina each turn: +2.00 Maximum mana: +38.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islonor the Eclipsemonster (0 def, 0 armour) =-10%phys res=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 20% chance to reduce damage dealt by 14% Changes resistances: +19% acid / +7% all Changes resistances penetration: +10% physical Changes damage: +13% acid / +3% light Only die when reaching: -80.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) =phys pen 10%=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 25.17 to 31.47 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Blizzardshear the pair of dwarven-steel boots (0 def, 8 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes stats: +3 Mag Changes resistances: +6% blight Changes damage: +6% cold Spell save: +6 (+3 eff.) Disease immunity: +20% Silence immunity: +65% Confusion immunity: +52% Stun/Freeze immunity: +60% Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eilinamibeth the Floerend (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +5 Lck / +4 Dex Changes resistances: +12% mind / +6% temporal Changes damage: +3% cold Stealth bonus: +6 Teleport immunity: +10% Only die when reaching: -20.00 life A pair of boots made of leather. |
Xana the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +5% arcane Changes damage: +3% physical Disease immunity: +20% Stamina each turn: +0.40 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Bethuseth' (10 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Defense: +10 (+2 eff.) Changes stats: +1 Con Changes resistances: +3% physical Stamina each turn: +2.00 Movement speed: +25% A pair of boots made of leather. |
Morbusdash the iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 10% chance to reduce damage dealt by 14% Changes stats: +5 Con Changes damage: +3% nature Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Burnlore the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str / +8 Dex / +4 Wil Changes resistances penetration: +15% mind Changes damage: +12% fire Light radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 366.9 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Koruntir the Blazethorn (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +5 Dex Changes resistances: +6% fire Changes resistances penetration: +5% lightning Changes damage: +3% physical Only die when reaching: -20.00 life A cap made of leather. |
Salimithra (9 def, 12 armour) =phys pen=Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +12 Defense: +9 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20 arcane resource burn Changes resistances: +7% mind Changes resistances penetration: +25% physical Critical mult.: +10.00% Mental save: +12 (+6 eff.) Only die when reaching: -60.00 life A suit of armour made of leather. |
Hornet Stingers (20/20, 117% power, 10 apr) =skill failer=Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Power: 117% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
arcing quiver of yew arrows of corruption (17/17, 140% power, 10 apr) =pen arrows=Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 140% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 17 When this weapon hits: Curse of Vulnerability (20% chance level 3). On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Arrows are used with bows to pierce your foes to death. |
barbed quiver of elm arrows of crippling (16/16, 127% power, 5 apr) =-przeciw leczeniu=Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 127% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +18.0% Capacity: 16 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
deadly quiver of elm arrows of wind (18/18, 129% power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 129% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 172 physical damage Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
288 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
TulastirInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +2 Changes stats: +4 Str / +4 Wil Changes resistances: +1% physical Changes damage: +6% mind / +3% physical Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (0/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 4/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Icebait [power 170] (15 cooldown) =-heals=Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances penetration: +15% cold Changes damage: +9% cold It can be used to sting an enemy dealing 196 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kurła jadymy szwagier the Skeleton Archer level 17
25th Haze 122nd year of Ascendancy at 16:45 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Kurła jadymy szwagier the Skeleton Archer level 24
72nd Haze 122nd year of Ascendancy at 07:06 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Kurła jadymy szwagier the Skeleton Archer level 21
43rd Haze 122nd year of Ascendancy at 19:21 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Kurła jadymy szwagier the Skeleton Archer level 10
64th Dusk 122nd year of Ascendancy at 21:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Kurła jadymy szwagier the Skeleton Archer level 20
40th Haze 122nd year of Ascendancy at 04:36 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Kurła jadymy szwagier the Skeleton Archer level 29
9th Allure 123rd year of Ascendancy at 12:23 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Kurła jadymy szwagier the Skeleton Archer level 22
50th Haze 122nd year of Ascendancy at 16:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Kurła jadymy szwagier the Skeleton Archer level 8
43rd Dusk 122nd year of Ascendancy at 15:11 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Kurła jadymy szwagier the Skeleton Archer level 27
5th Decay 122nd year of Ascendancy at 01:28 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Kurła jadymy szwagier the Skeleton Archer level 19
36th Haze 122nd year of Ascendancy at 21:18 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Kurła jadymy szwagier the Skeleton Archer level 27
4th Decay 122nd year of Ascendancy at 11:33 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Kurła jadymy szwagier the Skeleton Archer level 20
42nd Haze 122nd year of Ascendancy at 21:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kurła jadymy szwagier the Skeleton Archer level 14
1st Time of Equilibrium 122nd year of Ascendancy at 23:06 see stats
Log
Something misses Kurła jadymy szwagier.
Kurła jadymy szwagier shoots!
Kurła jadymy szwagier's Shoot hits Xann the elven warrior for 283 physical, 16 cold, 7 mind, 4 darkness, 10 fire (319 total damage).
Kurła jadymy szwagier's Shoot hits Something for 2 darkness, 10 fire (12 total damage).
Xann the elven warrior casts Grace of the Eternals.
Xann the elven warrior speeds up.
Xann the elven warrior casts Moonlight Ray.
Kurła jadymy szwagier reacts to damage from Xann the elven warrior, mitigating the blow!.
Talent Snipe is ready to use.
Xann the elven warrior hits Kurła jadymy szwagier for (66 reacted , -4 stam), 246 darkness (246 total damage).
Hymn of Perseverance hits Kurła jadymy szwagier for 59 darkness damage.
You squeeze the squishy tentacle (Kurła jadymy szwagier)!
Betildathra the elven mage resists the silence!
Xann the elven warrior's sanctity area effect hits Kurła jadymy szwagier for 22 light damage.
Xann the elven warrior's sanctity area effect hits Betildathra the elven mage for 24 light damage.
Kurła jadymy szwagier repels an attack from Betildathra the elven mage.
Kurła jadymy szwagier's Intuitive Shots hits Betildathra the elven mage for 87 physical, 16 cold, 17 mind, 2 darkness, 10 fire (132 total damage).
Kurła jadymy szwagier's Intuitive Shots hits Xann the elven warrior for 4 darkness, 10 fire (14 total damage).
Kurła jadymy szwagier uses Disengage.
Kurła jadymy szwagier shoots!
Xann the elven warrior casts Searing Light.
Xann the elven warrior hits Kurła jadymy szwagier for 162 light damage.
Kurła jadymy szwagier's Shoot hits Xann the elven warrior for 170 physical, 16 cold, 7 mind, 4 darkness, 10 fire (206 total damage).
Kurła jadymy szwagier's Shoot hits Betildathra the elven mage for 2 darkness, 10 fire (12 total damage).
The smoke around Betildathra the elven mage dissipate.
The smoke around Xann the elven warrior dissipate.
Hymn of Perseverance hits Kurła jadymy szwagier for 59 darkness damage.
Kurła jadymy szwagier the level 29 skeleton archer was swallowed by the void to death by Xann the elven warrior on level 3 of Dark crypt.











































































































